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Steam News31 July 202622d ago

The Summer Super Patch is Here!

Summer Super Patch This one is mostly under the bonnet, and it is the biggest technical patch we have shipped.

In this update9

Full notes

Full Augmental Puzzles update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix3 additions8 changes5 removals
  • Performance
  • Gameplay
  • Events
  • Fixes
  • Maps
addedSummer Super PatchThis one is mostly under the bonnet, and it is the biggest technical patch we have shipped. We took the engine up two versions, tore out the way puzzle boards were drawn and rebuilt it, and swapped our text rendering for something that never goes fuzzy. The headline is performance, and there is a new pack of 98 puzzles at the bottom for people who scroll straight past the plumbing.
removedGodot 4.5 to 4.7The whole game moved from Godot 4.5 to Godot 4.7, two engine versions in one jump. A newer renderer, better OpenXR support, and a long list of engine fixes we no longer have to work around ourselves. Along the way we hit 19 crash and correctness fixes in the engine itself, and we are sending them back upstream to the Godot project so everyone else gets them too.
addedGameboards Rebuilt from ScratchBoard rendering has been fully replaced. The old approach built each board out of individual pieces and asked your headset to draw every one of them; the new one puts a whole board on screen for a fraction of the work. It is the biggest performance change we have ever shipped.
changedGameboards Rebuilt from ScratchMore animation. With the render cost down we spent some of the budget back on motion. Cells, clues and board furniture now react as you place, clear and complete.
changedReady for Steam FrameWe ship a native arm64 build, so nothing is emulated and nothing is translated. On Steam Frame the game runs at the headset's native resolution and holds a stable 120 FPS. No upscaling, no reprojection crutches, no small print. The build has gone in for submission, so we are ready for launch day, and we think that is a big deal.
changedFonts with Infinite ResolutionEvery number, clue and label is now drawn as a true vector shape directly on the GPU. Previously text was baked to an image at a fixed size, so leaning in close showed you the pixels. Now there are no pixels to find. Text stays sharp at any distance and any scale, which matters a lot in VR where you move your head instead of zooming.

Augmental Puzzles changes

addedThis one is mostly under the bonnet, and it is the biggest technical patch we have shipped. We took the engine up two versions, tore out the way puzzle boards were drawn and rebuilt it, and swapped our text rendering for something that never goes fuzzy. The headline is performance, and there is a new pack of 98 puzzles at the bottom for people who scroll straight past the plumbing.
removedThe whole game moved from Godot 4.5 to Godot 4.7, two engine versions in one jump. A newer renderer, better OpenXR support, and a long list of engine fixes we no longer have to work around ourselves. Along the way we hit 19 crash and correctness fixes in the engine itself, and we are sending them back upstream to the Godot project so everyone else gets them too.
addedBoard rendering has been fully replaced. The old approach built each board out of individual pieces and asked your headset to draw every one of them; the new one puts a whole board on screen for a fraction of the work. It is the biggest performance change we have ever shipped.
changedMore animation. With the render cost down we spent some of the budget back on motion. Cells, clues and board furniture now react as you place, clear and complete.
changedWe ship a native arm64 build, so nothing is emulated and nothing is translated. On Steam Frame the game runs at the headset's native resolution and holds a stable 120 FPS. No upscaling, no reprojection crutches, no small print. The build has gone in for submission, so we are ready for launch day, and we think that is a big deal.

Summer Super Patch

This one is mostly under the bonnet, and it is the biggest technical patch we have shipped. We took the engine up two versions, tore out the way puzzle boards were drawn and rebuilt it, and swapped our text rendering for something that never goes fuzzy. The headline is performance, and there is a new pack of 98 puzzles at the bottom for people who scroll straight past the plumbing.

Godot 4.5 to 4.7

The whole game moved from Godot 4.5 to Godot 4.7, two engine versions in one jump. A newer renderer, better OpenXR support, and a long list of engine fixes we no longer have to work around ourselves. Along the way we hit 19 crash and correctness fixes in the engine itself, and we are sending them back upstream to the Godot project so everyone else gets them too.

Gameboards Rebuilt from Scratch

Board rendering has been fully replaced. The old approach built each board out of individual pieces and asked your headset to draw every one of them; the new one puts a whole board on screen for a fraction of the work. It is the biggest performance change we have ever shipped.

  • Big boards stopped being expensive. 16x16 Sudoku and the larger nonograms were the worst case for the old renderer. They are now comfortably inside budget.

  • Quest is faster too. Frame times are steadier, headroom is up, and the headset runs cooler over a long sitting.

  • More animation. With the render cost down we spent some of the budget back on motion. Cells, clues and board furniture now react as you place, clear and complete.

Ready for Steam Frame

We ship a native arm64 build, so nothing is emulated and nothing is translated. On Steam Frame the game runs at the headset's native resolution and holds a stable 120 FPS. No upscaling, no reprojection crutches, no small print. The build has gone in for submission, so we are ready for launch day, and we think that is a big deal.

Fonts with Infinite Resolution

Every number, clue and label is now drawn as a true vector shape directly on the GPU. Previously text was baked to an image at a fixed size, so leaning in close showed you the pixels. Now there are no pixels to find. Text stays sharp at any distance and any scale, which matters a lot in VR where you move your head instead of zooming.

Performance and Memory

We measured the whole build and went after the worst offenders: roughly a quarter of a gigabyte of memory given back, music that streams off disk instead of being unpacked in full, and shaders warmed up during the loading screen so the first board of a session no longer hitches.

Sudoku: Number Tally

A new counter shows how many of each number you have placed and how many are still to go. No more scanning the whole grid to work out whether you have any sevens left. It is the sort of thing you stop noticing after a day and then miss badly when it is gone.

Nonograms

  • Fewer brush mispresses. Flipping between fill and mark now does what you meant, not what your thumb did.

  • Hints highlight in colour, so you can scan the line the hint is talking about instead of hunting for it.

  • A better drag ruler. It now draws a line along your drag and counts it out, so the length of the run is obvious before you commit.

  • Clearer boards across the mode, part of the renderer work above.

New Pack: Spring 2026 Recap

Spring back into spring: every Daily Challenge from February, March and April 2026, collected in one place. That is 98 puzzles, all computer-verified, from a quick 6x6 Sudoku up to a full 16x16 grid. Miss a few days? Want another crack at the one that beat you? They are all here, in any order, with no clock ticking.

Fixed

  • Passthrough stays where you put it, instead of quietly switching back on after the system menu.

  • The scratch pad no longer eats a controller for the rest of the session.

  • Four tutorial fixes, covering a soft lock, two skippable stages, two dead ends and errors that stayed lit after being corrected.

  • Nonogram drags no longer misread a small tremor at the moment of release.

  • Save writing is more robust.

  • In-headset screenshots no longer come out washed out and over bright.

There is also a pile of smaller fixes that never made it into the notes. If something that used to annoy you has quietly stopped annoying you, that was probably deliberate. If it has not, tell us with the in-game feedback screen and we will take a look.

Full notes: https://www.flammablepenguins.com/augmental_puzzles/patch_2026_summer.html

Source

Steam News / 31 July 2026

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